Mount & Blade II: Bannerlord
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Armakoir

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  1. demoix
    demoix
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    I always wanted to see where my clan parties are on the map. Thank you
  2. jaserms1
    jaserms1
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    If you are taking suggestions:

    - Any army consisting of more than 100 is visible from afar. The bigger the army past 100 the easier it is to spot from far away.

    - Instead of making all friendly armies visible, why not restrict that to the faction leader and his clan leaders only. I'd like to think of it as a bonus for being a faction or clan leader since you have access to classified marching orders.

    As an example, being a mercenary for a faction shall not enable me to spot their armies like a clan leader or faction leader does. That is before accounting for any bonuses such as scouting.

    - Neutral armies spotting mechanics are better suited to be like enemy army spotting mechanics.

    - forests causes a penalty to spotting (severe one - maybe this is the closest thing we can get to an ambush at this stage). Hills grant a bonus to spotting.

    - I don't know if it is possible to use the current vanilla map pins for sieges and raids (the white pin above a city or village when it is under seige or being raided) for scouting information too, by creating a pin where an enemy army was last seen and we can go there to investigate. Scouting is not only based on vision, but also on rumors too ;-)

    The idea behind the suggestions above are to penalize large armies and give smaller ones a chance to run away especially if these large armies are accompanied by small parties that can spot and catch you to force you in a battle while being reinforced by the larger army. It will also lay the foundations for ambushing and give small AI parties an edge when or if you decide to have the AI affected by them as well.
    1. Armakoir
      Armakoir
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      Thank you for the stutter test, jasermx1. As I peruse Nexus I hear reports of various other mods causing stuttering. Perhaps it's more related to how mods are incorporated into the main engine or the main engine itself, though I don't know enough about coding to really know.

      Regarding your suggestions:
      -My original approach was to determine visibility based upon the number of men in a party. I moved away from that approach because the math seems delicate and I wasn't necessarily seeing the changes I wanted to see. The issue is every modifier to visibility (such as number of men, faction, inside a forest, etc) has to be converted into a distance value. Plus, everything is inverted (more men = easier to see). So, basically, things get confusing (which is probably why the vanilla code actually made looters easier to spot than armies).

      -I found a way to make PlayerClan visible and/or inspected independently of neutrality or allied conditions. This change will be in the next update (I'm just trying to get more changes in before uploading). This means that allied armies need not be visible outside your visibility range. The idea behind making neutral or allied armies visible is to (hopefully) add more strategic thought to the game. Something like, "oh, they're moving towards this castle so I'll move this other direction."

      -Right now, forests do cause a penalty to spotting (as well as the bonus to hiding) but it may not be that noticeable or meaningful. The struggle here is basically two different modes of party play: a small player party that is concerned with bandits or a large player party/army that only really cares about other large parties. Both situations, in my mind, require different visibility parameters.

      -Map pins. I'm not sure that's possible. What I've been thinking about (and trying to find in the code) is applying the track information to the push-Alt information of a party instead of a detailed list of men. This, to me, makes more sense than a list of every single type of infantry in an army.

      -Neutral parties. I'm not against returning them to "normal" visibility. I do, however, want to make the game feel more strategic, somehow. The first step towards this is getting into the AI and applying visibility conditions to their action ticks, but I'm having trouble accessing all the private or internal methods that create lists for their behaviors. There's also two levels of AI behavior: longer term behavior (move towards this distance settlement) and shorter term (while moving to this settlement I find an enemy party). The shorter term is what I need to adjust but it seems more difficult to change.
    2. jaserms1
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      Seems you got your roadmap setup. All the same, thank you for making this mod and keeping it updated, I'll keep trying it out and reporting anything of note I find.
  3. jaserms1
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    thanks for the great Mod, I've been looking for something like this since Warband and if somehow you are able to implement ambushes that would be grand!

    I've noticed that the mod causes lag on the map screen, is there a way to fix this ?
    1. Armakoir
      Armakoir
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      Yesterday during my testing of v1.1 things seemed to be running fairly smoothly. I have tried to keep my methods and calculations as lean as possible since they're happening every tick on every party within a certain distance.

      The Settlements Icon mod has been the biggest source of stuttering for me. If you are using this mod, there's an option (in the xml?) to limit icons to settlements within your view distance. You should set this true and with the increased view distance of my mod you should still get the gameplay benefits of SI.

      Also, I think there are certain areas of the map that are just laggier than others. Not sure why.
    2. jaserms1
      jaserms1
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      Right. To purge doubt, I've ran a completely new campaign with only this mod enabled and I can confirm that THIS MOD DOES NOT CAUSE ANY LAG OR STUTTERING. I don't know exactly what is causing it for me but I've read in the forums that MCM 3.11 is the culprit and to resolve the issue ppl can revert to MCM 3.10. I'm going to try this out later and report back. But your MOD is not the issue.
  4. Cornuscopia
    Cornuscopia
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    What I would like to do would be laying ambushes. I always have the impression in woods I am not really hidden, even if my avatar is reduced to the outline. Caravans still will run away from me.
    So, perhaps depending on some skill of the party (scouting?), could you add a reduced visibility/stealth function to your mod when we are motionless hiding in some mountain or wood place on the map, in hope to surprise and ambush someone passing by? That would be great.
    1. Armakoir
      Armakoir
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      Within the DefaultMapVisibilityModel, this is not really possible. But I'm only a novice coder and when I learn how to patch within the sealed CampaignSystem.PartyBase I could make things much more interesting.
    2. Angsaar
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      Might be possible with whatever the CampMod was using, although other complications might arise like having big parties hidden.

      The idea would be spawning an interactive place like a training camp or hideout (customised if possible) where you can pass time inside and possibly not be seen.

      https://github.com/shdwp/BannerlordCampMod/tree/master/CampMod
    3. Armakoir
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      It's actually possible, right now, to make a party invisible. I did it to my own party by accident; I was actually invisible to myself (and presumably the nearby bandits that were walking away) and I couldn't see my character on the campaign map. BUT... I can't really access the right conditions to make it work in the right situations. IsMoving I can access, so I could make parties invisible if they are stationary. But, I'm having trouble tapping into, for example, is a party in a forest or not. This is all likely because I lack knowledge about coding (and/or Harmony), but I'll get it figured out eventually.
    4. Angsaar
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      Perhaps if you could find files related to the origins traits for Battanian forest speed, it might at least point to how the game checks for forests
    5. Cornuscopia
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      Thanks guys, I keep this mod tracked and hope to find one day a "motionless stealth feature" when you found a way of doing it. I see the idea is welcomed by others and that is promising. :)
    6. GoomytheGoodra
      GoomytheGoodra
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      You might look at the community patch since it fixes the culture perks and half of them are terrain based.

      Ambushing would be a nice alternative to relying on move speed, but you might also see if there's a way to reduce your party's visibility based on something like a perk or stat (Roguery maybe?). I want to say there's an existing perk that does something like that, but I don't know if it's functional in native or CP.
  5. jr69
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    Does this apply to the player only or also the AI?
    1. Armakoir
      Armakoir
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      I'm 99% sure this applies both ways because I haven't seen code suggesting otherwise. I've also seen some AI behaviors that suggest this also, but I'm looking for more confirmation.

      EDIT: I no longer think this applies both ways. But I will be seeing if I can change that.